The DM-Friendly Initiative (DMFI) is proud to have supported the creation and enjoyment of so many DM/multiplayer NWN mods in the past and encourages submissions of NWN and NWN:EE mods by their authors.

The review process is designed to provide detailed feedback for mod authors and help provide quality assurance for the DM'd multiplayer experience. The golden rule for DM-Friendly certification is that the module can be successfully run "out-of-the-box" by a new DM in a multiplayer session. This means that a DM who has no previous familiarity with the module can use the included documentation to run it successfully. More details on DM-Friendly certification for modules can be found here: viewtopic.php?f=65&t=978.

The DMFI welcomes community contributors to its module Review Team, the Design Team script projects, and all those who are interested in promoting DM education and training in Neverwinter Nights. Feel free to PM me (Carlo) here at NWN Campaigns with any related inquiries.

I also want to thank the Neverwinter Vault admin for their time and effort in updating the Vault-hosted module list and placing a DM-Friendly mod banner link on the front page, to help interested players more easily find them.

Weary from your journey through the Craghorn Peaks, the welcome sight of an Inn greets you in valley below. As the sun sets, and the chill north wind begins to bite once more, the decision is made that the fame and fortune awaiting your motley band in the remote city of Anark Hill can wait for one more night. As you approach with thoughts of a comfortable bed and a hearty meal, you hear voices raised in anger coming from inside the Inn…

After passing the trials of many an adventure, the party makes their way toward the city of Sapwick for rest and resupply. As they reach the outlying farmlands, however, they find an early winter threatens the harvest and hangs a shroud of gloom over the land. Up ahead, a palisade has been raised to protect the farmlands, but it is badly damaged in several areas. The smoke from a burning wagon chokes out the familiar smell of the village hearth, and a corpse with two large spears sticking out of its back lies in the road...

"Bitter Harvest" is DM-friendly, multiplayer adventure designed for 4-7 characters of level 10-12. The dramatic, non-linear storyline fits into any campaign and features a mix of action and roleplaying. A DM is required to play; PCs will not be able to leave the "OOC Starting Area" without a DM, and most NPCs are non-scripted. A DM's Guide is included, along with a pre-created DM character for your convenience.

This module was originally used for the Official Advanced Dungeons & Dragons tournament at Origins ’79, and was the first in series of modules from TSR, the Competition Series. An adventuring group becomes lost and stumbles onto the hidden shrine of Tamoachan which is part of an ancient ruined city. This module draws heavily on Aztec influences. Many of the items in the modules have descriptions and occasionally a specific class, ability score, skill or feat may be required to complete a task or see a particular option in a dialog. If one character can not solve a particular puzzle another may be able to. Many objects and items in the module have descriptions and can be examined or used. The module is heavy on tricks and traps, with some fighting.

This is the first adventure in the Cairn Dell Chronicles series of DM Friendly Modules. It can be played as a single stand-alone adventure, or it can be played as part of a campaign encompassing the entire series. Characters are enlisted to find an old Elvish artifact by a local ruler. They soon realize that there is more behind their mission than they were told. Events unfold that lead into the conflict of Rebels of Cairn Dell. Download is a zip file containing the module, DM Guide, area map, and adventure logo jpegs.

This adventure is the second adventure in the Cairn Dell Chronicles series of DM Friendly Modules. It can be played as a single stand-alone adventure, or it can be played as part of a campaign encompassing the entire series. Characters are enlisted to help save a small village from destruction at the hands of the Lord of a neighboring town. As the plot unfolds, they begin to realize that this is a complex political situation, and there are no good versus evil conflicts here. It's all grey area. This adventure is great for players who enjoy ambiguity and roleplaying. The .zip file includes the module, the DM Guide, jpegs of the logo, and a jpeg map of the region.

In the city of Zindalankh, near the Plains of Purple Dust, you have met with this man who needed help to find a great lost artifact in the desert. You agreed to follow him up as he was willing to pay you a good sum of money and your days of adventures have been rather boring lately. You purchase supplies at the local shops in Zindalankh and takes on a journey into the desert. After two days of travelling you stop at an oasis for the night, the next day you wake up, re-stocking your water supply. Then the short halfling man shows you a map. The old paper shows some location in this desert and... The rest is up to you! This is a one-shot module which can be completed in a maximum of 2 and 1/2 hours. Characters would be level 4 and go to level 6 at the end. Players need at least one DM to run them through this adventure.

Participate in a tale of ancient prophesies, curses, gems of power, and imprisoned evil. Can you restore the land by breaking a Pharaoh's Curse and earn implements of power in the process? This is a faithful reproduction of the first module in the Desert of Desolation series, with some slight modifications due to limitations of the Aurora toolset. All the lore, texts, layouts, and encounters are as close as possible to the original PnP module.

This version is the new Special Edition release. The Special Edition is the culmination of 7 years work and has been fully updated for the v1.69 patch. Nearly 150 new placeables have been created for the series and there are also new creatures, new icons, new tile groups, new sounds, and a new tileset (most of it made specifically for the series by Hellfire). Much of the new content was intended for the sequel to this module (which was never completed), so you shouldn't expect to see it all used in Pharaoh.

You are on death row. You have only two days before you are to be executed. There are up to four others on death row with you. Challenge: survive. This is a multiplayer DM-only module that is designed to be customized for each session. The default setting is Trailsend, Damara in the Forgotten Realms; the DM can change this as desired. Trailsend is a trading crossroads. Your character can be from anywhere, have done anything. Permanent death. Bleeding rules in effect. Limited resting. Because of the scenario, this is for mature roleplayers only. Extensive DM notes included with the module, along with a player guide and designer notes.

This is a dramatic, DM-Friendly Module. Its purpose is to allow one character to develop an epic backstory that will provide many plot hooks and opportunities throughout that characters lifetime. The rest of the party act as companions, consciences and advisors, as the lead character grapples with the confusion, guilt, excitement and moral conundrums that the module places in his way. Although the adventure is centred on one character, in play, the whole party gets very involved: swept along by the magnitude of the story, and thrilled to be caught up in such momentous events. The story is inspired by a classic fantasy theme: a mysterious personality of enormous significance is reborn, and knows nothing of his past live(s) or what the future holds. The Wheel of Time, the Fionavar Tapestry and Planescape: Torment all share some of the features of this tale.

DMFI 101 entertainingly demonstrates step-by-step how to use the basic functions of the DM client and exposes DMs to common uses of the DMFI wand and widget set. After completing this module, a DM should have all the skills necessary to successfully run a multiplayer NWN session. Adventure areas are also included in the module where DMs can create a mini-adventure for players. The included DM Guide contains a list of recommended resources and starter modules for new DMs. A Quick and Dirty Multiplayer Roleplay reference is also included for those new to multiplayer NWN. Brought to you by the DM-Friendly Initiative (DMFI)

This module may be used as a follow-up to 'Torgan's Delve' or on its own. The module has players coming to the aid of Lord Dhelt of Elturel, on a mission to investigate bandit incursions from the forbidding Troll Claw mountains. This version uses the HABD bleeding/death system, and the Supply Based Rest designed by whistler and Demetrious. The DMFI wand package is fully implemented. The author also incorporated the full version of his City of Elturel prefab, so that the DM may expand the module to include more plots in the city. A complete DM's Guide to the module is included.

This is the NWCon Feature Module version of Elegia Eternum. It encorporates DMFI Wands and Widgets ver 0.4 (modification done by Felrazor of NWC) and DM docs (by Ochobee of NWC). It is the full version of EE, including the HAK and voice files. It started out as such a simple quest... there you were, a bold adventurer, seeking a magic staff. There was an inn on the edge of nowhere, with a group of friendly locals willing to help... and then matters got more and more complicated, more horrific. A maze of sorrow and despair unfolded before your very eyes, enveloping all... a maze that sang a song of lamentation for those who have passed away. An elegy. A dramatic story-driven module.

A party of adventurers assembles and is given the chance to speak with NPC instructors on combat strategy, wilderness survival, and dungeoneering. The group then begins its adventure and is hired for what appears to be a routine job, which soon turns into a deadly situation. During the course of the adventure, PCs will be faced with different and increasingly difficult combat situations requiring effective teamwork and strategy. The party will learn how to most effectively use its strengths and avoid its weaknesses, or face the consequences of failure. Ample opportunity exists for roleplay, as thinking and planning are rewarded while blindly charging ahead will lead to trouble.
Module is designed to function as multiplayer/no DM required, although DM participation is encouraged, and it is explicitly designed for players new to multiplayer as well as more experienced ones. Player's Guide, DM Guide, Designer's Notes, and Quick and Dirty Multiplayer Roleplay Reference included.

This is the introductory adventure for the Nightfire: Firefly NWN System. It is for DM-run games only. Neverwinter Nights Firefly is not authorized, approved, or endorsed by Fox Television or Mutant Enemy, Inc., and is strictly intended for non-commercial use by gaming groups interested in playing games set in the “Firefly” Universe using the Neverwinter Nights computer roleplaying game.

A shortish, fun, Arabianesque adventure for single player or a band of adventurers. The module can be run fully without a DM, but contains DMFI wands and dicebags, and several other DM aids (see the DM Notes included).
You have left your home town for your own reasons, and bought passage with a friendly elven captain named Lyell. He has brought you to Hajlimar, where he has left you to wander the docks. What excitement does the exotic port of Hajlimar hold? And who is this Baronness DeCallya you keep hearing about?

It is hard to believe that only a month ago you decided to leave your home and take on a life of adventure. Unfortunately, after weeks of uneventful, unexciting, and unproductive days, you find yourself near Vethboro, a recently-founded village on the eastern side of the Thunder Peaks. Your desire to make a name for yourself is now quite high, but the chances of finding a quest more perilous than sheep herding--especially in a village this small--seem quite low...
This is a light-hearted adventure intended for new characters. It includes some great community-created content, extensive dialogue, a bit of intrigue, and more than you ever wanted to know about the culinary practices of goblins.T he module is designed to accommodate DMs of various skill levels. Documentation, maps, and a pre-created DM character are included to assist play.

This game is a PvP-enabled contest involving two teams of up to five players each, who will compete to recover Victory Tokens scattered around a map of diverse and challenging areas. The module is for server vault characters who are issued gold and enough experience to reach 10th level at the start of play. While solo play is possible, the module functions best when two teams are competing to be the first to recover 4 Victory Tokens. This is a reissue of the original LTC that incorporates the material from the SoU and HotU expansions, and includes other refinements as well. A DM is helpful but not required. A detailed DM's Document is included with an overview of the contents of the module and a complete set of game rules.

This module is a compilation of several of the authors' stand-alone mods into a lengthier, freeform campaign. The material here was originally created to serve as a sequel to the 'Shades of Moonshae' campaign, which takes characters from level 1 to levels 3-4, but this module can easily be adapted to fit into any campaign world. As the module contains essentially five smaller modules connected by a single overarching plotline, it should be easy to add or subtract material as the DM sees fit. The module is best played by a group of 4-6 characters starting at 3rd or 4th level, although the DM can adjust most of the encounters on the fly if necessary, if the player characters are of different levels or numbers. A complete DM's guide is provided.

This module is in the Lazybones Team Challenge (LTC) series of PvP modules. These modules vary in style and objective, but they all involve competition between one or more teams to be the first to achieve a specific goal in the module. This version is the first to delve into the epic levels, and has players starting at 20th level with ample opportunity to gain levels in the course of the contest. Because of the time required to prepare a 20th level character, this version of LTC allows local-vault characters. However, all characters are stripped of items upon entering the game, and begin with the same allotment of gold to purchase equipment in the starting stores before the start of play. Play involves a team of characters progressing through seven Challenge Areas to confront the Avatars of Forgotten Realms deities, who must be overcome in order to return powerful Artifacts to score. The first team to recover four Artifacts wins the Challenge. DM Guide is included.

Muddles in Milton is a module for Neverwinter Nights 1 designed specifically with Dungeon Masters in mind. It is provided as a stage, complete with actors, ready for you to use in your role of Dungeon Master. It will not function as a single player game as a DM MUST be present. Although no pre-defined adventure is in place, a fairly large area has been mapped out with working transitions that will act as your stage. NPCs are also in place, including merchants and their stores. Every NPC has a basic conversation provided so that possession is only required as and when the DM sees fit. Each NPC also carries a book within their inventory intended solely for the DM, outlining basic information to help the DM develop character when interacting with the players. By equipping the module in this way it is hoped that the DM can create an adventure to their own liking with minimal effort, so that no one DM session will be identical to another. You are by no means limited to what’s written in the DM books, in fact, you could go in and write further notes within them so they are present when you run your game, after all, the best tool at your disposal is your own imagination. The title “Muddles in Milton” has been chosen as a generic title to cater for the different possibilities for adventure that a DM may choose to act out within the module. To further help the DM in this regard, it comes with a comprehensive DM guide giving full details as to what can be found within the module.

It is the Fourth Age of Uteria. For years, the lands have enjoyed peace. The West and Northlands have grown and thrived, the Great War of the Third Age almost forgotten. No king has ruled these lands in over 100 years, the different cities and races relying on themselves. But this will soon change. A growing shadow has started to spread through the lands once more. A reminder of the past, a glimmer of forgotten evil. Once again the fate of the world may rest on the shoulders of heroes, if they accept their destiny and can turn back the tide of darkness. You find yourself in Ferryport, a trade city that sits upon the Aerlon River. Your pockets empty, you are heading to the SouthGate Inn, where you heard a local guildmaster was looking to hire some help. This module requires a DM and uses the Hardcore Ruleset.

Designed for team-oriented play by a group of 5-7 characters of 8th-14th level. This version has the CEP 1.x installed, along with the HABD bleeding/death system and Demetrious's Supply-Based Rest. A Dungeon Master is required. Players must confront a threat that begins with some oddly powerful kobolds, and ends with a journey that will take them to the Outer Planes. The module contains over thirty areas, numerous NPCs for DM possession, dozens of custom items and creatures, and hundreds of encounters await your exploration. A complete DM's Guide with a key to all areas, an overview of the default plot, and a description of all custom creatures and NPCs is included in the ZIP file. 'Paths of Shadow' is a stand-alone mini-campaign module that is designed to accommodate adventurers who have played in earlier Lazybones campaign games, including the 'Crossroads' series, 'Torgan's Delve,' and/or 'Drums of War' (though it can easily be adapted for other campaigns).

Pretty Good Character Creator / Customizer (PGC3) powered by IGIPE is a tool for building, equipping, and combat-testing Player Characters (PCs). It’s optimized for setting up "legit" characters to use in games where it's appropriate to start at levels other than 1. It also supports DM Friendly Initiative (DMFI) functionality.

Using PGC3, you can:
Add, change, or remove any valid property for any item using the In-Game Item Properties Editor (IGIPE) by hohos.
Set a PC to any level up to 40. Gold is automatically set for the level you chose per DMG guidelines.
Rebuild levels.
Adjust alignment, subrace, and deity.
Purchase equipment from a wide selection of items, including standard NWN items and many unique creations. (The CEP2 version also includes a separate CEP merchant.)
Load or remove DMFI PC items.
Remove Cursed (undroppable), Plot, or Stolen flags from items.
Customize your PC’s appearance.
Test your PC's mettle in Arena and Playground areas.
Use the persistent Storage Chest to save and/or transfer items between PCs.
New for v4.4: Portraits! Hair/skin/tattoo colors! Tridents! Purple Dragon Knights!
Create your perfect character, be the envy of all your friends, get hot dates, and revel in your own glory. (Your mileage may vary.)

Lord Ladurr has been far from all right these last few months since the loss of his mother. With each passing day, if he is seen at all - his actions, his words, his mind seems to be falling further from the man we once knew. And even now, as things are turning dark for the town Raven, their need for him is at its highest, or possibly a hero that will take his place. There are many unique items, encounters, and dynamic elements about Raven that will provide you with many hours of challenging game play. Raven should be played with a well-rounded group of 4-6 players, beginning at level 1. Many of the encounters and battles are very challenging to even the most strategic players.

This is a stand-alone module set in the AD&D campaign world of Ravenloft and designed for use with a DM. Thie module was heavily influenced by Christie Golden's book, Vampire of the Mists, and her subsequent short stories set in the realm of Ravenloft. A DM Manual for the module, written by Lilivati, has been provided as well. Above all else, have fun! Turn off the lights, open the window shutters, light a candle and enjoy!

Ages come and go, each burying its secrets in the sands of time. Some ages slip quietly into history, while others end in explosions of fire and violence leaving permanent scars on the world. This is the story of two ages, one from years long forgotten, and another yet to begin. Like so many other heroic tales, it starts in an obscure place, a small town on the edge of nowhere in a land where man's biggest threat is himself. This module includes an in-game module guide for the DM, giving backgrounds of NPCs and quests, as well as allowing the DM to control the flow of the game on the fly, although a DM is not required.

Five years have passed since a band of heroes saved Thane Durgan of Torgan's Delve from a deadly curse and betrayal. But unbeknownst to the dwarves, a darker evil now stirs in the depths of the Underdark far under Torgan's Delve, an evil that will threaten not just the Delve, but far more. This module is a lengthy multiplayer campaign that the author created as a sequel to his campaign series of modules that include 'Torgan's Delve,' 'Drums of War,' and 'Paths of Shadow.' While players who have adventured in Torgan's Delve before will gain more from the default plot in this module, no previous experience from that game is necessary to play. The module is intended to be played in two hour sessions over a period of time; with good roleplaying the module should take anywhere from eight to twelve sessions to complete. This module uses the HABD custom bleeding/death ruleset and includes a complete DM's Guide to the module.

Somewhere in a lost and lonely valley of grim and foreboding aspect, and feeling, lies a labyrinthine crypt. To slay the unwary and uninvited, it is filled with terrible traps and not a few strange and ferocious monsters. They guard rich treasures, both precious and magical. Be warned that the Tomb was built by the demi-lich Acererak, who still wards his final haunt. This being is said to be possessed of powers that make him nearly undefeatable. By all accounts, it is quite unlikely that any adventurers ever find the chamber where his bones lie, for the passages and rooms of the Tomb are fraught with terrible traps, poison gases, and magical protections. Futhermore, Acererak has so well hidden his crypt that even those who avoid the pitfalls are not likely to locate it. Only the bravest and strongest should even consider the attempt, and if they do locate the Tomb, they must be prepared to fail.

A self-contained campaign module set in the Moonshae Isles of the Forgotten Realms. This version was updated by Festivus, who installed CEP (1.x), the HABD death system, supply-based rest, and the DMFI package. 'Shades of Moonshae' is a campaign module that is designed for play over several sessions with the same group of adventurers. Over twenty areas, a storyline that includes various sub-quests, numerous NPCs for DM possession, dozens of custom items and creatures, and hundreds of encounters await your exploration. Designed for team-oriented play by a group of 4-7 characters starting at 1st level. A Dungeon Master is required. A complete DM's Guide to the module in PDF format is included in the zip file.

Fugitives (the Hunted) have escaped from the Trailsend, Damara death row prison. Forced to flee westward toward the Galena Mountains by Damaran authorities, they must find a way to escape across the mountains and survive. A group of adventurers (the Hunters) has arrived in the area and is intent on bringing back the Hunted, dead or alive. Is it for the large bounty on the Hunted? To strike a blow for justice? Or for personal motivations? PCs on both sides play a dangerous game, so only the cunning and bold will achieve their ends, be it escape or justice. Player Guide, DM Notes, Designer Notes, and Map of Damara included in the download package. Module is designed for party vs. party play, no DM required. This is a sequel to Desperate Measures, but can be played as a standalone scenario.

This module is a revision/expansion of the author's puzzle-oriented quest adventure that was a Feature Module for the original NWCon. Players gather to penetrate a deadly shrine populated with guardians, traps, and puzzles, on a mission to recover a magical stone for a powerful wizard. This version contains new encounters and puzzles, and has been updated with material provided in the SoU and HotU expansions. The HABD bleeding/death system and the DMFI wand package (v1.07) have been implemented. The module is intended for a single session of play (2 1/2-3 1/2 hours), and is best played by a group of 4-7 characters of 3rd level. This game was not designed for solo play and in fact a player running the module without a DM will themselves unable to exit the tavern where the adventure begins. Included in the ZIP is a complete DM's guide to the adventure.

Soul Keep is a starting adventure where the crew of a ship discover a plot involving the local Cleric wanting to become immortal by destroying the local lighthouse, destroying trade with the island as a result. He employs Smugglers who trade weapons and armour to nearby Goblins in return for the gems that they mine. The adventure requires a DM and a DM guide is available.

Deep within the forbidding depths of the harsh Raurin desert lies a great pyramid, the resting place of a legendary king from a distant age. Long-forgotten lore has recently resurfaced indicating that the pyramid is also the location of a powerful artifact of elder days, the Staff of Mastery. Now some of the most powerful factions in the Forgotten Realms are summoning their champions, preparing for an assault upon the pyramid to get the artifact before your rivals can recover it. You are one of those who has been summoned to serve your Cause. Do you have what it takes to survive the Pyramid? Welcome to Lazybones' new Tournament Module, designed with comments and feedback from the Neverwinter Connections community. This game involves three teams of three players each, who will compete against a difficult dungeon and each other to recover a powerful artifact.

It is said that the dark forest of Grimwood is home to the most foul of creatures, and few who enter its gloomy depths ever return. Those who have speak of horse-sized wolves with eyes of glowing embers, of giants whose footsteps make the very earth tremble, and yes, even of dragons that breathe fiery death. But most famous among these tales is that of the Cave of Songs, a howling abyss where even the beasts of the forest dare not enter. It is said that within the cave lives a spirit so ancient as to predate the mountains themselves, a spirit mad with sorrow and hatred. No one knows what riches may be found within its lair. Until now, only the bards have explored the mysteries of the cave, but only in songs and poetry.

Out on the frontier a lonely inn run by a pair of retired adventurers stands at a crossroads. Travelers finding this island of civilization in the wilderness will find opportunities for adventure in every direction, and like-minded fellows to join with to seek treasure, experience, and glory. Those who are skilled, daring, and willing to work together will succeed. Others will leave their bones behind for the next group of explorers to discover. The game begins as you enter the common room of 'The Traveler's Rest' and includes sixteen areas, two scripted quests, nearly a dozen NPCs, and hundreds of encounters.

Local stories recall the rare but recurring storms of flame which ignite the highest reaches of the overshadowing and aptly named Firestorm Peak every twenty-seven years. This awe-inspiring phenomena seems to be somehow linked with the celestial phenomena known as the Dragon's Tear, a red scar in the sky which only appears during the times of the Firestorm. Since the last firestorm, however, there has been a subtle, yet noticeable change in the lands surrounding Firestorm Peak. And recently things have taken a severe turn for the worse. Your father's friend, Nigel, was preparing to study the magical nature of Firestorm Peak. He had set up in Longbridge, and was studying the peak twenty-seven years ago. He was never heard from since. The Dragon's Tear has appeared in the sky, and the Gates of Firestorm Peak have opened. Providing a brief time to investigate what happened to your family friend...

The Guntaak, one of the oldest tribes, had lived in peace and harmony with the cave dwelling goblin horde for centuries. Until one fateful day, a goblin warband came to the Guntaak settlement under flag of truce to trade. Once within the perimeter, the king barked the for his warriors to attack and the bloodbath which ensued saw the majority of the tribe slaughtered. A member of a small hunting party that day, destiny saw you escape the fate which befell your unfortunate clan. On seeing the smoke rising from the trees you arrived to survey a scene from a nightmare, your village destroyed, bodies littering the earth. DM Info: DM-Only module, NPCs must be possessed by the DM. Main encounters are pre-laid, but can be supplemented where appropriate. Designed for server vault characters. The DMFI package (0.3) is implemented, along with the HABD system. Download: Comprehensive DM guide, Hak Pak and Module included in the archive.

If playing The Light Reborn (TLR) as a series, this is part 2. However, this adventure can be played stand alone. Most of this adventure is a puzzled based dungeon that will challenge you to think as well as fight. A shadow has fallen across the world of Harthe. The arrival of a man, named Samuel, claiming to be a Veranite -- the lost race of kings blessed by the Creator of Harthe with divine power -- causes a stir in the country of Anvid. Samuel gathers heroes across the land to do the will of the Virtues -- the spirits of good that he claims to talk to. You are one such hero. But the power of the Dark does not stand still. Who can resist it? This time Samuel sends you on a mission to Anvid City to hunt down Tarnn, the Servant of Solanor. But can you survive Shadowglen Woods to get there?

If you are playing The Light Reborn (TLR) as a series, this is part 3. However, it can be played standalone. A shadow has fallen across the world of Harthe. The arrival of a man, named Samuel, claiming to be a Veranite -- the lost race of kings blessed by the Creator of Harthe with divine power -- causes a stir in the country of Anvid. Could he really be a Veranite? Does he serve the Light, as he says, or is he a deceiver? Samuel gathers heroes across the land to do the will of the Virtues -- the spirits of good that he claims to talk to. You are one such hero. But the power of the Dark does not stand still. Who can resist it? You're on your way to Anvid city to hunt down a Servant of Solanor named Tarnn. Having proven your friendship to The Children (i.e. elves) you now have been granted access to their realm. Your group will pass into the realm of The Children - the first non-elves in centuries!

This is part 4 of The Light Reborn (TLR) series, but is playable stand alone. A shadow has fallen across the world of Harthe. The arrival of a man, named Samuel, claiming to be a Veranite - the lost race of kings blessed by the Creator of Harthe with divine power - causes a stir in the country of Anvid. Could he really be a Veranite? Does he serve the Light, or is he a deceiver? Samuel gathers heroes across the land to do the will of the Virtues - the spirits of good that he claims to talk to. You are one such hero. But the power of the Dark does not stand still. On your way to Anvid city to hunt down a Servant of Solanor named Tarnn, Samuel has some heroes take a detour. The Virtues (Spirits of the Light) have contacted Samuel and say that Solanor is planning an attack near the border of Seradez. But what form will this attack take? Does Seradez, Anvid's old enemy, have anything to do with it? Could Samuel's suspicion that King Kalyl of Seradez is a Servant of Solanor be true?

Lord Noris has put forth word that a reward is posted for information regarding a series of local thefts from the Riverside weaponsmith. You have traveled to the small town found in northern Fauren, just south of the Lurkwood forest, to hopefully collect the reward. Guards of the town saw dwarves leaving the city headed north towards the great Lurkwood forest, but ran into the all too common orcs before retreating back to the safety of the town. The vast Lurkwood forest lies 2 days travel to the north and it is very sparsely inhabited. It is a hiding ground for orcs and thieves and known for a series of ancient tombs below the surface of the forest. A simple robbery or something deeper? A DM Required module: Built from the ground up to be DM friendly. Includes 19 page DM document, game posting document, and customized avatar and instructions to further customize the avatar.

It's another cold, dreary, wet winter day on the Sword Coast. In the town of Timberton, just another flyspeck community on the long Coast Road, weary citizens hunker down, do their work, and wait for spring. Here in the west, there are as many stories of woe and misfortune as there are travelers, and people have learned not to ask too many questions of those that the road brings to places like this one. This module is a short, thematic release with a horror/mystery motif, designed to be completed in one session of play. Tome of Secrets is designed for play with a Dungeon Master and 4-7 Server Vault players who are raised to 5th level at the start of play. This module was a Highlight Game at the 2003 NWCon at Neverwinter Connections. A complete DM's Guide to the module is included in the zip file.

The module has players coming to the aid of a dwarven city faced with betrayal from within, culminating in a quest into the Underdark to aid a stricken dwarf king. This version uses the HABD bleeding/death system, and the Supply Based Rest system designed by whistler and Demetrious. The DMFI wand package is fully implemented. Entirely new outdoor areas have been added along with an optional side-quest before the players arrive at the Delve. A complete DM's Guide to the module is included.

Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of fabulous forgotten treasure. What is its Sinister Secret? In this module, expect a mystery with a focus on exploration and role-playing. There will be conversation and exploration in pen and paper RPG style aplenty, as well as danger. This DM Version is based on Oraweb's NWN mod of the original U1 The Sinister Secret of Saltmarsh. Arawen has added new features and content for DMs who wish to run the game in a more improvisational pen and paper style. This package includes her version of the mod, a 25-page PDF DM guide, maps, DMFI Wands & Widgets and a sample DM character. New DMs may find the package a useful tutorial for learning pen and paper style NWN DMing. The DM Guide includes guidance for running the module both as a short one shot game and as a mini-campaign.

At last - an opportunity to avert the threat to the little town of Saltmarsh! The real enemies have been identified - evil, cruel creatures, massed in force and viciously organized. Can the brave adventurers thwart this evil and ensure the safety of Saltmarsh? This module is a pencil and paper conversion of the original module U3.